Battle Report – “Climb To Glory” – Skirmish Sangin

This week’s battle report takes us back to Bazistan. The last few battles have been pretty Special Forces heavy so this time we’re going to get the regulars on the table. This is also a chance to play some Skirmish Sangin without a giant plane sat across most of the table. Anyway, on with the battle report!


The contested zone between Bazistan and Aden has been the site of several attempts by international agencies in improve local conditions. One attempt in the 2000’s was the establishment of the Bazistan Agricultural College, including a modern educational building in the contested zone. The compound, co-sponsored by the Argo Corporation, would provide technical help to the locals farmers as well as a testbed for new techniques and varieties. Unfortunately, the building was started just before a rise in violence between the local tribes and the governments and so was left abandoned. The local farmers took over the fields around the building shell and continued to till the ground.
Unfortunately, the building, among others in the valley, have been taken over by one of the insurgent groups in region to use as staging positions when moving supplies and personnel into Aden. ISAF-AP have spotted the activity in the region and have ordered elements of the 3rd BCT, 10th Mountain Division to move down the valley. Starting the operation in the early hours of the morning, dawn is approaching by the time the first troops reaches the Bazistan Agricultural College.


BLUFOR

The Americans in this battle were formed up in two groups:

Alpha – Squad Leader and two fireteams with the usual mix of weapons (Two M4s, a M4 with UGL and a M249). One of the riflemen is replaced by a marksman with his M21.

Bravo – Team leader, Combat Lifesaver, grenadier and M240 medium machine gun team. All of these are mounted in a M-ATV with a HMG

The objective for the US Army troops were simple – secure the area, destroy enemy assets and limit friendly casualties. These guys are the forward edge of a search and destroy mission.

OPFOR

The opposing force in this battle was one of the militia groups in Bazistan that has taken advantage of the porous state of the border. Several small groups were scattered around the main buildings with a mix of weapons from assault rifles up to RPGs (including a RPG 29). There were also a set of technicals, with two of them carrying HMGs to add some fire support. Two more acted as objectives.

The insurgents have also setup the area for defence. They have placed some small but potent IEDs in some of the fields (in order to take out people trying to sneak into the area). Additionally, mortars in other strongpoints are available to call in (assuming a forward observation roll is passed).

For this mission, the Insurgents know that the Americans are in the area. They are preparing to fire a rocket barrage from their technical which is a little unreliable. This is also a delaying action, so causing casualties to the oncoming force will give other strong points more time to prepare their defences. Evacuating supplies and fighters is also recommended.


This battle begins just after dawn. The American offensive began before the sun rose, with small units working quickly and quietly to overcome positions at the start of the valley. Just off-board, Alpha dismounted from their MRAP and began their advance on foot, trekking up to the edge of the wadi. On the road, Bravo moved slowly, looking for a good position to support the assault.

Inside the college grounds, the insurgents were preparing the rocket pod pulled from a Bazistan Hind. Although the system for firing had been used before, it was never 100% reliable.

The M-ATV arrives with the gunner swinging to aim at the shell of the Agricultural College.

A better view from above shows Alpha set up near the wadi while Bravo sat in their M-ATV (their presence in the drainage ditch is an illusion).

Eager to get in the fight and keep pushing forward, Bravo’s driver put his foot down and floored it. As they rolled down the road, the gunner shouts “CONTACT” after spotting two of the sentries close to the turning into the compound.

Hearing the news over the radio, Alpha decided to stay in the wadi and put the fire down, rather than the original plan of assaulting the compound. The marksman in the squad quickly found a target on the roof and, in an excellent bit of marksmanship, dropped him with a single shot. This alarmed the RPG wielding fighter behind him, who is suddenly distracted from the oncoming M-ATV to evade bullets.

However, the insurgents closer to the road were all ready to take on the armoured truck rolling towards them. One of the DSHK technicals rolled onto the road while the RPG-29 gunner set himself up ready to fire. At the same time, the M240 team disembarked from the MRAP and began to set up their machine gun.

Before anyone could take their shots, one of the grenadiers in Alpha dropped a 40mm grenade straight onto the technical. This blast ripped the vehicle apart and rendered it combat ineffective. While the crew dived for cover amongst the wheat field, many of the other fighters were disheartened.

However, the RPG gunner on the roof was more on the game and sent an RPG round flying towards the target. Despite the huge size of the vehicle, he missed sending up a plume of smoke next to vehicle. The shot wasn’t entirely ineffective though – the blast rattled the crew inside causing them to be stunned in place.

Two insurgents attempted to outflank the MRAP by moving along the drainage ditch, careful to keep out of the firing arc of the M240. However, Bravo’s grenadier (sat in one of the passenger seats) spotted the oncoming threat. In one swift move he disembarked, spotted the oncoming threat and took out both fighters with a single 40mm grenade.

The two lead sentries, shocked by the arrival of the M-ATV, had gone to ground in the crop field. For a few activations they were hidden away until Alpha spotted them and opened up with the M249.

Back on the road, things were not going well. After seeing the original RPG 29 gunner get cut down, another insurgent rushed to pick up the dropped launcher. Barely pausing, and limited by his skill with heavy weapons, this plucky insurgent sent another round towards the vehicle. Sadly it was ineffective causing nothing more than another nasty fright for the crew in the MRAP. Return fire cut this have-a-go-hero before he could reload.

I haven’t got a huge number of photos of this but throughout the game, Alpha squad were racking up a massive bodycount. Rather than advance, they simply sat back and used their high rifle skills and night vision to spot enemy targets an engage. The photo shows one of the main threats to them, a PKM team in the front building, after it was engaged by multiple LMGs, 40mm grenade rounds and assault rifles.

After an aborted attempt, the rocket pod suddenly sprung to life. With a plume of smoke and a scream of rockets, the insurgents completed one of their objectives by sending its deadly payload into the bulk of the American offensive.

Around the same time, a plucky insurgent armed with an RPG attempted a hit and run on the MRAP. This shot also missed but it did make the M-ATV realise that it maybe should move before one of the rounds actually caused some damage.

Having seen the rocket pod go off, the Americans were desperate to engage and destroy the launcher before it fired again. This lead to a rather hilarious situation where almost two full squads engaged an empty vehicle and managed to do nothing more than add some ventilation holes, wreck the interior and blow big chunks of dirt up.

On the other flank, the green technical had been attracting ineffective fire from Alpha while distracting them from the escaping supply truck. As the rounds got closer, the technical decided to back up.

“What’s that Abdul, there’s Americans around here?”

The M-ATV hammered away with it’s .50cal, turning the vehicle to mincemeat and igniting the ammo.

With only two fighters left, Alpha and Bravo decided to roll forward and begin clearing out the college building. However, tragedy unfolded when the M-ATV decided to cut through one of the crop fields. With a deafening bang, one of the IEDs detonated and ripped through the crew compartment, completely destroying the vehicle. Having not taken a single casualty all game, two soldiers were now dead and an expensive vehicle was now wrecked.

However, the Americans had forced the insurgents from this position and the road was now open for the rest of the offensive to move forward. At the same time, despite massive casualties, the insurgents had fired their rocket barrage, evacuated their supply truck and caused casualties amongst the American forces.


Overall it was a really fun game. BLUFOR managed to get fire superiority and keep it through most of the game. Playing as the insurgents, I think I fixated too much on the M-ATV rather than trying to engage Alpha. It was a real shame that my off-map mortar were not called in – I guess they had an issue (possibly the kicking off for a new scenario perhaps). At the same time, I managed to hit all of my objectives which is new! It’s also really different to play with more Average troops having been running the demo game with Special Forces. There were more missed shots than I was used to (even with one of my opponents using his magic dice) which led to a few outrageous shots.

Having not run a game at the club since January, I really miss the different feel that you get from running demo games. It’s a bit more relaxed despite having less time to play. So expect a game in April – perhaps this one will be run with more than a week’s worth of planning.

Operation Dragon’s Hoard: Vapnartak, York

If you haven’t checked out the previous posts in the series on Operation Dragon’s Hoard, check out the page I’ve set up for it at http://hntdaab.co.uk/blog/demo-game-operation-dragons-hoard/

Last weekend was Vapnartak. This was a show I’ve been particularly looking forward to; Its one of my “local” shows (thanks to one of my buddies in the wargaming being based in York) and it’s also a massive event spread over three floors (and mezzanines). Its big enough to lure many of the southern companies (such as Empress) up to the frozen north. Getting to run a game has been on my wish list for a while and I was a little disheartened when they initially reported they had ran out of space. However, thanks to the guys at York we managed to squeeze in and we were off to the races.

PRE-GAME TWEAKS

So with the whole uncertainty around if I was running a game, I didn’t manage to do the main task of making the plane look a little less hacksawed by using my new airbrush and dremel. With only two weeks, the idea of having to repair it in the event of dremel related mishaps was too much to take. Instead, the focus shifted to improving the other elements on the table.

First stage was repairing the boards. This was pretty simple – reapply the filler, textured paint and the cover up with lashings of Zandri Dust. The repair work was mostly effective. However afterwards there were one or two places where I don’t think the filler had set properly before I painted it and so it wasn’t quite as hard-wearing as it should have been. However, between these tweaks and changing how I transported the boards (bubble wrap rather than foam spacers) meant there were no massive chunks of surface that had been knocked away.

The next step was to add some more terrain elements. Finishing off another RedVectors buildings gave the OPFOR some height (useful for the marksman) and make the board look a little less empty. As I mentioned in the impressions on them, this one is great but I did have one or two events where the rooftops dropped through the rest of the building. Luckily no figures were lost to the fall damage.

Another element I think that was missing from the board was debris. Even if you ignore the straight edges on the plane wreckage, it’s easy to notice the lack of material that a plane shredding itself in mid-air would eject. This would also add some more detail to the board and provide some difficult ground to cross. Building them was pretty simple – get more plasticard, cut out kidney shapes, add plastic elements from the C130 kit and then cover in filler. Some of the plastic elements were trimmed to be closer to the ground making them look like they have sunk into the sand.

Once assembled, the same process I used on the boards again came into place. The difference this time was that I added a rough spray of grey over the plane elements, oversprayed by the base colour and then finished off with some drybrushing grey and the old faithful, Iraqi Sand. Overall I think they worked out quite well – it helps to make the board look closer to the ideal.. The only issue was again due to the filler. It hadn’t set correctly and so, as you can see above, a few bits chipped off over the weekend. It’s easily fixable but if I had more time it shouldn’t have happened in the first place. Moral of the story – don’t try to rush things at the last-minute.

For a while, I’ve been wanting to upgrade my central objective from “white SUV” to something more suitable to the mission title of “Dragon’s Hoard”. After throwing a few ideas around, the idea of a big chunk of gold was just too tempting. I’d already bought the components I was going to use as part of Bank Accessories pack from TTCombat in 2017 and just hadn’t got round to building the actual objective. With time pressure adding focus, I built the pile of gold you see above. The three stacks were to act as the base, with one of the smaller piles placed on top for detail. The other smaller pile was chopped up into single bricks to be loosely scattered around the base.

After basic construction, the next stage was adding the tarp. This was the classic modelling standby – toilet paper with watered down PVA painted over the top. Once this was dried, painting began. Rather than painting up like terrain, this was closer to a figure – sand on the base, black undercoat, base colours, lashings of agrax and then drybrushing. The tarp was painted dark blue first before going over the top with a layer of light blue. Gold on black is always interesting and it took several coats to get the look I was after. Also Agrax is still my method of choice for fixing any issues with painting.

Something else I needed was smoke cloud, both for the operators to deploy and also to mark when explosions went off. Rather than cotton wool, one of my fellow SESWC members pointed me in the direction of teddy bear stuffing. After a Saturday where I couldn’t find any in Edinburgh I went to Amazon and ordered 1kg of the stuff. Now, I may not have anticipated just how much 1kg of stuffing is. The package was literally straining at the packaging when it arrived. To put it mildly, I don’t think I’ll be buying much more, even if I decided to model shooting lines for a Napoleonic battle.

Once I’d pulled lumps of smoke off the pile, it was painting time. Rather than just dropping lumps on the board, I used some old bases to keep the clumps anchored to the ground. Rather than just using the same colour for all of the smoke, I set up a few schemes. The white smoke had Mechanicus Grey spray for the lower portion with white spray paint for the top half. The black smoke was a little more involved. The bottom was black spray done relatively close to the clump for a dark colour. The next step was black again but further away. Finally, a light dusting of grey for the top of the cloud. For a first attempt, the smoke clouds worked fine – the only change I’d make would be to get a glue gun to stick the smoke to the base.

Some of the final prep was getting some more cards printed out. This was for a few reasons but primarily, it was because I repainted my insurgents. Along with finishing the other insurgents, I had I ended up with a fair number of cards left over to fill. This was a perfect excuse to keep working on the Task Force Operator pile, with a particular focus on some of the cool gear people may want to pick (such as the airburst grenade launcher). I also added the December releases to the list of guys I have on cards so pickup games of Skrimish Sangin will be even easier to arrange. Once again, personalised card creator knocked it out the park in terms of service. Downside: I didn’t do any post processing on the images so you can plainly see which cards are from which packs I made. However, they were once again a hit.

As I mentioned in my last post, the game at Fiasco ran well but it did feel like the operators, once on the objectives, were basically fated to win which is fine but not quite as exciting as it should be. Having managed to use two of the cards in the new pack for some Technicals, I decided that the operators going loud (be that by lots of gunfire or by blowing the cockpit) should prompt the arrival of some insurgents reinforcements. This basically moved the response squad from a building to a much larger threat, as a four man team of veterans were accompanied by two technicals with HMGs. The operators, thanks to the technicals lacking armour and BLUFOR having brought AT weapons, would find it relatively easy to destroy these reinforcements, as long as they react fast enough. This also makes the end game as exciting as the start, forcing the players to change-up the plan rather than getting all the time in the world to work out how best to approach the problem.

DETAILS OF THE DAY

After setting up the boards on Saturday afternoon (thanks to traders and game organisers being let in early), Sunday morning was a quite relaxed affair where we were able to turn up, get the figures out and then get ready for everyone turning up. Once again, we managed to run the mission three times, rotating players and observers each time.

Game 1 was the usual show started in that I get to play against my number 2. As well as making the game look busy while everyone is doing the early morning lap of the show, it’s also a chance to iron out issues and show off exciting gameplay. Game 1 had a nice mix of stealth and violent gunplay with BLUFOR achieving most of their objective before we called time.

Game 2 brought in some of the public to participate. I actually disappeared off for my lunch break during this battle so I didn’t see all of it but there was everything from awesome sniper shots, some clever tactics and a slightly explosive fumble that luckily didn’t cause any harm other than the need for some fresh pants.

Heading for the black box leads to some close quarters gun battles.

The final game of the day showed just how deadly Skirmish Sangin can be. Thanks to the operators picking a lot of explosive weapons (ranging from two AT4s to the multiple grenade launcher and airburst grenade launcher) the game was all action all the time. With both BLUFOR players ignoring stealth in favour of all action all the time, this was one game where the technicals were actually rolled out. The .50cal scared a few people, but the return fire was able to cut

The pickup takes an airburst round, shredding the insurgents near it
Later on, the MGL gunner engages the horde of technicals heading for the gold.

THOUGHTS ON VAPNARTAK

That was the game, how was the show? Well, apart from two evacuations after someone set the smoke alarm off twice, it was a fantastic show. Vapnartak does really well thanks to its timing at the start of the year, dragging in everyone looking to pickup new projects for a new year. The range of sellers is always great, and I was very excited to see both Spectre and Empress there. The combination of these two (plus people like Pig Iron Productions and Crooked Dice) is perfect for any ultramodern gamers.

Speaking of gamers, thanks to the size of York it’s perfect for meeting up with people you’ve only talked to online. Putting voices to names is always exciting and getting to talk about the hobby is one of my favourite things.

PLANS FOR NEXT TIME

So what’s next?

  • Work on the plane – change the edges of the cut to look less uniform, curl some of the panels, add some interior details (dangling wires and cargo nets) and then tweak the paint job
  • General repair work – make sure there are no chipped edges
  • Get the new buildings from Supreme Littleness Designs ready for action – I’m really excited to get these buildings into action. As I want to build and paint them up myself, there is going to be a little bit time to put aside to get these things built up but they should improve the look of the board and provide a nice tactical challenge for the players.
  • Tweak the battle – We’re almost there. The final gameplay tweak is going to be adding another two-man patrol to the OPFOR start. However, this patrol will be further back – they are not designed to be sentries, instead they will be backup once the action starts.

Something else I’m thinking about is future games. In the projects post for this year I’d mentioned my plan to do a second demo game, with its first run at Fiasco. As fun as this would be, one of the things I realised is that I kind of missed going to Vapa as a customer rather than as someone demoing. Chatting to the figure makers was limited to during a few small breaks. I also didn’t get to do as much browsing as I would like. Combining this with possible work schedules and I think I’ll be having a year off. Game 2 will be bumped back, giving me some more time to work on what exactly I want to do.

CONCLUSION

I’m so glad that we managed to show off at York. I’m even more glad that people really seemed to enjoy it. I had lots of great feedback from people (as always, a downed C130 draws the eye) and was really happy that lots of people totting cameras stopped to take proper photos. Seeing as the planned items is also much smaller, I think we are almost there with this game. Fingers crossed, the version shown at Hammerhead will be the definitive version, perfect for its final planned showing. So keep your eyes open for the final part of Operation Dragon’s Hoard at Hammerhead in March.

Wargaming Week 22/01/2018

Let’s start, covering the 15th through to the 21st of January.

BLOG STUFF

Last week’s post was looking at December’s release from Spectre. I really like this little set of releases – its exciting to see some new weapons for the older ranges, giving them more options on the battlefield. It will be cool to see just how much gear the Task Force Operators end up getting, especially as you’ll not be using a huge number of them.

NEWS

Last week was a little too quiet for news updates in the field of 28mm Modern. I’m thinking many of the big companies are getting ready for Vapnartak in early February.

GAMING

No gaming last week, too busy finishing off a few personal things.

However, slightly related to gaming is a new project I’ve started work on. I’m not quite ready to give out many details on it just yet, but the plan is to make something a little different that can be used to generate scenarios for any ultramodern game.

PURCHASES

The first part of “Look at all the companies” has arrived. A small order from SASM in the states arrived on my desk after about a week in transit which was pretty good. Inside was a pack of 3D printed plastic water bottles (which I’ll cover when I do an update on project technical) and the Operator Juarez pack. There will be more details in a week or two when I do the proper impressions but early impressions are mixed.

But that wasn’t the only model related thing this week. I’ve also put two orders in to some countries across the sea. There are currently packages heading my way from Warhansa in Russia and Eureka in Australia. More details when they arrive.

The final thing that arrived is a can adaptor for my airbrush. I still have a few propellant cans left over and, rather than simply putting them to one side, my plan is to use them up before getting a compressor. Unfortunately, the different hose size from my old adapter meant I had to get a new adaptor sent out. However, now I’m ready for airbrushing time!

HOBBY

Not a huge amount of hobby time this week sadly – did a few more block colours on the insurgents and got the SASM figures ready for painting. Too busy!


That’s it for this update, expect more updates next week!

Wargaming Week 15/01/2018

Let’s start, covering the 8th through to the 14th of January.

BLOG STUFF

This week on the blog, we took a look at a brand new ruleset Round of Fire. I was really excited to try it out and from the few games I got in over Christmas it’s definitely something I want to play more of. Hopefully I should get a few games in.

To everyone who just started reading based off being linked to my Round of Fire Impressions, welcome! I hope you enjoy all the content that’s going up over the next few weeks. We’ve got a nice mix of articles planned, from figures impressions to tactics articles to battle reports.

NEWS

Not a huge amount of news this week, but I’d recommend going over to Tiny Terrain’s Facebook page to look at some of the new models from their “War in Chechnya” campaign. Beautifully painted up by Andy Zeck, these figures look awesome. I’m struggling to work out where I can fit them in the Bazistan/Zaiweibo theatres but I’m looking forward to grabbing them once they are available.

GAMING

Nothing yet – however, there is a Spectre game on the books for the 25th so look forward to an upcoming battle report on the 26th!

PURCHASES

As it was my birthday on the monday, and it’s a dumb item I’ve been looking at for a while, I decided to spend some money on the Citadel Painting handles. Before I go further, I am sure you could get something similar for cheaper but work being 5 minutes from the nearest Warhammer shop was just too tempting. I think I’m going to do a bit more of a write-up on them after they get a bit more use but I’m currently a fan. I’m not probably going to use them for bigger batch painting jobs but for doing small numbers (where you don’t have to keep swapping out the models) they are invaluable.

HOBBY

I was busy writing the Round of Fire Impressions this week but I did manage to get some painting in. The first set of the week (and in fact the year) was finishing off the models for the December releases impressions planned for Friday. These three were more Task Force Operators so apart from some of the new gear it was a return to the usual methods of painting this lot – block out the main colours, do most of the detailing and then paint on the multicam scheme.

The next main thing I’ve been working on was repainting the Spectre insurgents. The original set was done very early on in my return to the hobby and so had a limited colour pallet of OD and tan. This was starting to look a bit tired, especially next to the militia, and so I decided that enough was enough and they were dumped into the iso. As these guys are used pretty frequently amongst my OPFOR choices, the turn around has to be pretty quickly. This is especially the case as many of the insurgents are to be used as part of the demo game and a new paint scheme means new cards are needing to be printed. I’ve only done the basic colours so far, but the plan is to paint the insurgents in a mix of camo and plain colours to make them look a little more military than their militia buddies.


That’s it for this update, expect more updates next week!

Wargaming Week(s): Christmas Break 2017

Let’s start, covering the 19th of December 2017 through to the 7th of January 2018.

But before that, its my birthday today! And to celebrate, its my first day back at work!

BLOG STUFF

Since the last Wargaming Week I posted up two articles. The SAS CT Response Impressions (I really like them) and the second part of the The Great Big Modern Wargaming Comparison article. Both of these did pretty well and I’m happy with the tail off – the two weeks I had with no posts still had a nice background number of views.

The plan for this week is to do an analysis post on 2017 tomorrow (looking at the stats and going through that survey)and then take a look at what’s coming up in 2018 on Wednesday. All this before a big post on Friday looking at Round of Fire, a new ruleset that is pretty exciting.

Some bad news though. Looks like I’ll not be running Operation Dragon’s Hoard (my demo game) at Vapnartak in York. Some emails fell through the cracks and so they became booked up. It’s a shame, and I’m going to continue working on the game to get it ready for February, but the main focus will be making sure it’s ready for Hammerhead. More updates in the next few weeks.

On the other hand, I managed to get some really cool things in motion over the break. I’ll post more when I can say more but they are all pretty exciting.

NEWS

Hey a new heading! Yeah, I’ve decided I need somewhere on the blog to add weekly news updates. I post a lot of them on the Facebook page but I realise that a lot of people don’t actually use it that much, instead preferring the blog format. Some weeks will obviously be pretty quiet but I’ll endeavour to show off what’s coming soon.

The start of the year is always pretty quiet, but Spectre have dropped a preview image on Instagram. From zooming in, there are a few things to take a look at:

  • The torsos look like we’ve got a selection of gunners for the Humvee set
  • The crew in the foreground has baseball caps and a selection of kit as well as some M4 looking guns. Maybe we’re seeing some PMC troopers or alternatives Special Operations troops.
  • There are four civilians in slightly more aggressive poses than the current releases. Perfect for those angry mobs interrupting your missions.
  • There are a group at the back wearing what appears to be cowboy hats, although I think it’s actually more of a folded boonie hat. They are also carrying some interesting guns. Due to the distance, I can’t tell if they are QBZ-95s or just old style M4s. Either way, I’m expecting they will be some form of new African fighter.

These are all exciting additions and I can’t wait for when they are available. I do wonder if we are about to see a few new figures for Spectre’s original setting of Africa, something suggested by someone on facebook. Perfect timing as I’m getting ready for operations in Zaiweibo.

GAMING

For a change, I actually got a few games in over the Christmas break!

The first was not against my usual opponents. With the book and talking about my hobbies, my uncle asked if I wanted to run a game of Skirmish Sangin for him on the 27th of December (the day the extended family usually comes to Leeds for a meal). So I quickly threw something together (helped in a big part by the profile cards I already had printed), pitting four BLUFOR operators (a mix of Veterans and Elites) against the local militia (Novices, Averages and Veterans with assault rifles and a MMG). Add to that a combination of MDF buildings from REDVectors and a scratch built cardboard base board (assembled in five minutes) and the game was ready to go.

Overall the game was a nice intro, showing off all of the key aspects of infantry combat in Skirmish Sangin. Giving the new players BLUFOR (with their armour and high skill values) meant they were pretty successful at taking out bad guys and surviving bursts of fire. At the same time, when the MMG opened up they really got the picture of just how potentially deadly they can be. Frag grenades were used to deadly effect, cunning crossfires were setup and overall, while the night rolled in, we had a great time. It also means they now vaguely understand what I’m on about when talking about it.

Next up was the trip over to York for the regular wargames/painting days. After a bit of a delay due to snow, we set up the above town with a combination of my bought MDF and Peeb‘s homemade terrain, some of which is still WIP but looks great. The main aim of the gaming portion was to get Round of Fire on the table. We managed to put a few learning scenarios on the table, to test out certain elements of the rules before jumping into a bigger game with four elements per side.

I’m not going to say much (you’ll have to come back on Friday for my full thoughts) but it was a fun game trying out some cool ideas. The core concept of the game is something I don’t think I’ve seen before and it’s something I’ll be interested in playing more of.

You should also go follow Peeb’s Gaming Nonsense on Facebook. He does a bit more varied stuff than I do (including 40K) but I do keep trying to persuade him over to the moderns side. Don’t forget to tell him I sent you!

PURCHASES

I mentioned last time that I was in the midst of an ebay auction last Wargaming Week. Well, you’ll be pleased to know I won it. I was bidding on three unopened Radio Dishdash technicals, a product I’ve been wanting to look at for a while thanks to Project Technical. They arrived just after I set off for Christmas break in Leeds so I didn’t get to look at them until I got back. I’ve got to admit, I’m not overly happy so far. The hulls seem to be lacking in detail and the metal parts are covered in flash, similar to the troops I angrily abandoned midway through painting. There was a plan to investigate integrating them in Project Technical (trying to fit the hotswap Technical weapons) but I’m leaning away from that idea. Either way, expect an impressions this month.

Of course the big addition was Christmas! I received some wonderful presents, some of which you’ll be seeing on the blog. The big ones have to be the dremel and airbrush. The main reason for both these purchases is the demo board – I’ve reached the point where I need the right tool for the job. Trying to remove panels from the wing using a hacksaw or “lightly” spraying the damaged edges seems like a bad idea. I’ll need some practise before I go to town on the actual elements, but this way the end result should be better. The books are going to going their cousins in the reference library; the Special Patrol Vehicles will be especially useful as I wait for the Spectre Humvees to drop.

I also opened up my birthday presents and my sister got me another KRCase cardboard interior box with lots of space of infantry and some pick-n-pluck for vehicles/weapon teams. I am entirely sold on the KR products – they are great quality and the nature of them means I can stack them and just take whatever trays I need for a game day. I also used some birthday money to get a GorillaPod so I have a proper tripod – just what you need when you’re about to take a load of photos of tiny figures.

HOBBY

Despite having a fair amount of time off, I actually didn’t do a huge amount of painting. This was probably down to being busy writing things but also I don’t have a painting setup in Leeds (not helped by parents redoing chunks of the house). However, I did have the painting day in York. Well I say day, it was more of a long afternoon once we managed to get everything together after a lie in. I managed to paint two models to completion and get well on the way with five more (they just need camo). The two figures are extensions of existing ranges, so I got to have the fun time to make sure the colour palettes matched. I also think these are two of my favourite figures from Spectre, especially the new breacher. Now I just have to finish off the other three Task Force Operators

Speaking of piles of models, one thing I did once back in Edinburgh was to do a collection check. I find it a little too easy to just keep buying models and not realise how much is still on the “to paint” pile. So the plan this year is to create a list at the start of the year and then keep it updated at least every three months. I’ve done my collection check and the results will be coming soon. Lots still to do! But that’s going to be covered in Wednesday’s post.


That’s it for this update, expect more updates next week! And welcome to 2018!

Operation Dragon’s Hoard: Fiasco, Leeds

If you haven’t checked out the previous posts in the series on Operation Dragon’s Hoard, check out the page I’ve set up for it at http://hntdaab.co.uk/blog/demo-game-operation-dragons-hoard/

Operation Dragon’s Hoard had its first public showing last weekend. This was a pretty major turning point for this project – as well as having the game running, it also needed to actually attract people to it from the horde walking past.

Pre-Game Tweaks

Reminder of what the board looked like at Falkirk

Remember the massive list of things at the end of the last post? Unfortunately due to a couple of reasons (mainly the potent cocktail of other releases, work and finishing a book off), I didn’t manage to get any of the physical tweaks to the board done. I really don’t want get into adding more damage without having the correct tools and material for the job so I pushed back those changes to the long gap between Fiasco and Vapa.

One thing I did decide to do was adjust some positions of bits of terrain in order to change-up the dynamics. BLUFOR now approached the board from a full edge rather than just a corner piece. They also approached the plane side on rather than head on, meaning that the detached wing became less of a trench line. The other two points were shifting the buildings around, and moving the technicals from parked locations to more dispersed. As well as improving the look of the board, it helped to make things a little bit more natural looking.

The final decision was to adjust the number of characters on both sides. BLUFOR was reduced to two fireteams (8 in total) while OPFOR was maintained at 16. The aim with this was to keep a relatively quick pace of play (allowing for a quick turn around) while also providing a challenge. BLUFOR should still have a slight advantage but there should still be a little more balance that what was seen in the original run.

Details Of The Day

Part of the reason for choosing Fiasco as the first run was it’s on my home turf. Needing only to drive 30 minutes into Leeds to get to the Armouries meant I had a pretty relaxing morning. As I wasn’t a trader I could only use the back entrance for drop off. Luckily, there is a cheap nearby car park to leave the car in. In addition, being in Yorkshire meant I could grab my usual York based gaming buddy Peeb to help out.

Setup was relatively painless – the tables were already placed out in the hall and just need a quick swap round to create a more level surface. A quick look around the hall also made me realise I need to a bring a tablecloth next time to cover up the table underneath.

As it was pretty quiet at the start of the day (everyone more focused on seeing what was available rather than wanting to sit down to a game), I decided to jump into a quick game against my buddy in order to give the table some activity. To make it easier to stop and reset once someone became interested, we went for a tiny team of operators (just four) against the rebels. This first game was pretty relaxed so it ended up being a testbed/photo gathering chance. I also got to see Mr REDVector himself, and show off his buildings being put to good use.

Peeb decided to go loud in a rather spectacular way by shredding a patrol with a 40mm grenade and causing enough suppression to worry the elite reaction team hiding in the building.

The game also saw one of the OPFOR team manage to sneak behind the BLUFOR operators. Rushing up the wing and standing on the engine, he was interrupted by the operator snap firing. This shot managed to hit the OPFOR, dropping him. Nice try, but no one out sneaks Wyse.

At the end of the game, which ended with the BLUFOR operators with two figures down and the other two suppressed, we decided to do a few tweaks. Bringing the rest of the BLUFOR team on the field, we also moved the OPFOR DMR nest to tweak its field of fire. Rather than seeing across the entire board, the rear DMR now just had a good shot into the gap between the two plane sections.

As you might be able to guess from the lack of photos of Game 2, it was full on. Both myself and Peeb took control of the OPFOR forces to go up against three players (split up with 4 – 2 – 2 in terms of figures). Overall it was a bloodbath, with BLUFOR using its explosive advantages and reasonable skills while snapfiring to reduce the OPFOR team down to only three survivors before calling it.

After another gap (during which I ran round the floor grabbing some purchases while Peeb watched the table) and then we had time for one final game. Three kids took command of six operators and in perhaps a shocking display of the impetuous of youth, managed to achieve the most objectives of any games during the day. Highlights include an early maneuver that saw two operators pile on to a single militiaman and (I quote) “shank him”.

After the game was done it was time to pack up. Everyone we talked to seemed to like the board (especially the centerpiece) and many of those who got to play came away with saying how much they had enjoyed it. I also really liked how many people said how they had seen Skirmish Sangin before but were tempted to get back into it after seeing it being played.

Thoughts on Fiasco

As for Fiasco 2017 what did I think about it? It’s very definitely on the smaller side of shows, with a focus more on local clubs and retailers. As such, it got really quiet by the start of the afternoon and I think many people were there to simply get in, buy and then get out. The other thing is the hall is a little dark. Black curtains and roof worked okay but it did lead to lots of slightly overshadowed photos.

The location is great, relatively central to Leeds and only a short walk to the station. Car parking is expensive if you want to park right next door to the event but a short walk away is £3 all day – one of the joys of being on a Sunday.

Overall as an exhibitor doing something for the first time and with free accommodation in the city, it worked out great. I’m also tempted to come back next year with a new demo game but we will have to see.

Plans For Next Time

The next event is going to be Vapnartak in February at York Racecourse. This is the first Big show of the year I’ll be going to and as such I want to improve the board even more. So there are a few points to look at.

Fix the broken edges on the boards 

I really like the boards and they seem to have held up pretty well to models and dice bouncing off it. However, the edges have been suffering and so I need to do some emergency repairs. Luckily it should be relatively easy to repair. The bigger issue is how best to prevent this damage from happening too often.

Detail the plane

Yeah okay, I know I mentioned this one last time. Same plan however I should be getting the necessary tools (dremel and airbrush) and material (wire and aluminium foil) at Christmas

Improve the central objective

Still trying to decide between gold transport and mysterious box – either way this should be more interesting than the objective to “look through car”.

Tweak the balance

So we’re still not 100% on the balance. I think that 6 BLUFOR seemed to be the best number to balance speed and the giving the players enough toys to play with. On the OPFOR side, I want to tweak the composition. Primarily, I want to adjust the elite reinforcements so they don’t just roll out of building.

To make the game a little more exciting, I’m tempted to get some cards made for vehicles and have the OPFOR backup arrive in a pickup and backed up by a .50cal truck. This would force BLUFOR to get into a good location rather than letting them sit back and plink. It also helps with the action movie esque flow.

Build more explosion markers

I’ve learnt the ways from a friend at SESWC, but I think I need more. Especially if the Operators get more explosive weapons.

Make more cards

It’s safe to say the cards are a hit, with lots of comments and questions about them. With some upcoming releases and the possibility of swapping some figures out, more cards are needed!

Conclusion

So overall I’m calling Fiasco 2017 a success, which is a strange thing to say based on that name. The game worked, people enjoyed it and I didn’t destroy the terrain in transit. I should be doing an update post just before Vapa in the new year so keep your eyes open for that!

Operation Dragon’s Hoard: 100 Years of War, Falkirk

All the posts so far have been leading up to this: the first play through of the game. The original plan had been to go in at the deep end and running the first attempt at a proper show. After that fell through, running the trial at a smaller event made a little more sense. 100 Years of War is an anual event run by the Falkirk Wargames Club

After spending the Saturday typing up a play sheet, Sunday saw me waking up at 8:30 to drive over to Falkirk (about 45 minutes from my flat). The weather was a bit grim but it wouldn’t really matter much. The venue is a community hall, very easy to get to by car and with plenty of parking nearby. Its also really bright, great to see in a wargames club venue. In addition to my game, there were quite a few other being setup, including a huge Indo-Pakistani air war game next to mine and a ridiculously large Boxer rebellion game further up, complete with the walls of Peking. Overall, it was a great event – a very relaxed time that I am looking forward to next year.


So, lets take a look at the first game. The picture below shows the layout (although the gunner on the technical was removed before play began). Three players each took a fireteam (created by choosing four operators from the decks I’d made) while I took the OPFOR. My force was randomly generated, based on a dice roll for number of characters and then draw from the pack. Although this was fun to do, I think it may have made the game too easy.

There were four objectives for BLUFOR to achieve

  1. Destroy the flight deck with thermite
  2. Secure the black box
  3. Search the white SUV for important documents
  4. Destroy OPFOR technicals 

As the game begun, the players headed off for their objective. Fireteam A headed for the broken wing section in order to dominate the flank and then advance onto the white SUV. Fireteam B started close to the nose section and so they set off to place the charge. Finally, Fireteam C moved to grab the black box, as well as setting up to hit the various vehicles. All groups started infiltrating (using the stealth rules from the new book).

As they crept closer, one of the militia marksmen managed to spot an operator from Fireteam A. With no suppressed weapons, this basically meant they would have a limited time before they were rumbled.

With a ridiculously high shooting skill, Fireteam A’s marksman was easily able to shoot down his target and incapacitating him. Fighters nearby were unnerved by the sound of this first attack and started locking them in place with morale tests. Fireteam B used this distraction to get into the cockpit and placed the thermite device.

On the other side, Fireteam C got to work. The first shot sent a UGL round flying across the board and into a technical. The resulting explosion set off the fuel being stored there, destroying the asset and taking down two insurgents in the blast. The anti-material gunner 

Fireteam B and C also opened up, engaging the group near the white SUV. The first shot took down the middle of the group with the morale effect pinning the rest of the squad in place.

Fireteam C saw the fight starting and decided to use this distraction to sneak up on the black box. The fireteam leader sprinted to the box before kneeling next it.

Unfortunately, this move exposed him to the waiting sniper. Swinging the anti-material rifle around, a quick shot hit and inflicted massive damage, immediately killing him.

As the next phase started there was a sudden blast as the thermite detonated, immolating the sensitive equipment and achieving one of the objectives.

After being pinned down in the open, one of the militia sprinted to seek cover in the back of the plane. However, this move exposed him to gun fire and he was taken out by the dead eye marksman from Fireteam A. Also note the two operators in cover behind the wing, easily able to pin down anyone trying to move up on them.

Covered by their team mates, more operators started to move up on the white SUV, seeking to quickly snatch the intel. 

Having reloaded his grenade launcher, Fireteam C’s grenadier sighted the red technical and sent a round flying towards it. Another hit, another asset destroyed.

I must have forgotten to grab a picture but I should mention what happened to the machine gunner on the roof. Fireteam B’s SMG character, still standing close to the nose section, managed to thread a difficult shot through the plane and land an incapacitating hit on him.

Moving round both sides of the plane, the operator catch the last few enemies in a cross fire allowing easy access to the SUV. Both Fireteam A and B took full advantage of the cover provided by the wreckage, including crawling under the wing.

One final bit of excitement – as one operator was search the vehicle a militia man spotted him with the intel and opened up. He didn’t cause any damage and in the next turn, his target rallied and took him down.

As the game ended, nearly all of the OPFOR lay dead or incapacitated. BLUFOR took one casualty and managed to achieve all their objectives. Scratch one for the good guys. All three players had a good time which was great to hear.


After a short break for lunch (including a trip to Subways located 2 minutes from the hall), game two began with three new players picking three new fireteams. I also changed up the enemy team and the objectives, the black box now on the other side of the board. I also set up my OPFOR a little differently

Rather than jumping straight into the shooting, BLUFOR this time managed to actually be a little more sneaky.

While Fireteam A setup at the nose, Fireteam B and C can be seen above moving up on the central part of the plane.

Of course you can’t stealth forever. Fireteam A held off detonating the charge as long as possible letting element of Fireteam B sneak into position next to the engine. The insurgents didn’t spot him but did notice the marksman rushing forward.

As we learnt in the first game though, spotting marksmen never ends well. Before the alarm could be set off, the LMG gunner from the sentry team was taken down by a well-aimed shot, momentarily pausing the sentries as they have to handle the sudden appearance of BLUFOR.

Hearing the sound of gunfire one of the militiamen ran to the back of the SUV and opened up on a prone operator. His shots hit home but the body armour absorbed it all.

Before the shooter could get away, a BLUFOR SMG operator managed to get behind him, drop him with a quick burst and then begin grabbing the intel from the SUV.

Back on the wing, Fireteam A and B moved up. Fighters from Fireteam A, who had blown the cockpit, now moved to join the fight, including one who rushed up to the wing. An insurgent way back on the edge of the board (just out of shot) started shooting but was swiftly silenced by the combined efforts of an entire fireteam.

Meanwhile on the other side of the board, Fireteam C was causing havoc. Having taken out a technical and the marksman, the subsequent morale tests (and their many failures) had pushed lots of troops around and into less advantageous positions.

Seizing the opportunity, two operators moved up and started what was the strangest fight. As the shotgun wielding breacher turned the corner, the closest enemy managed to avoid all the shots fired at him, pass a morale test, drop prone and get into cover. Before the breacher could even act, the insurgent leader came screaming in from out of nowhere and engaged him in close combat. Luckily the leader manged to fluff two turns of close combat before the breacher threw him to the floor. The machine gunner eventually engaged the man under the car, forcing him to surrender.

Start of the final phase and the only effective fighter left on the board was the lone RPG gunner still frantically trying to reload his RPG. As the Operators closed in, two players almost caused a friendly fire incident. As a LMG gunner crept into position behind the tail, his AT gunner compatriot tossed a frag at the last insurgent alive. It didn’t land exact but luckily scattered enough that the plane’s tail absorbed all the shrapnel while still vaporizing the hapless goon. With the operator’s ears ringing we called the game.

Again, BLUFOR wiped OPFOR from the table (even managing to capture two of them) and got all the objectives. BLUFOR did end up losing one character to a PKM burst (this was the team leader in Fireteam A). Once again, everyone left the table having really enjoyed it.


So after getting back and having some time to think back over the events, there are a few things that I think worked and a few that need improving.

What worked well:

  • The baseboards: I am really happy with how the baseboards look and work. They look great, didn’t chip too badly despite having dice and terrain on them all day and I was easily able to carry them around by hand from car to table.
  • Terrain: The whole “crashed plane on board” idea worked. Despite not using a huge amount of terrain, it managed to successfully break the lines of sight and present something interesting to play around. It was also successful at grabbing people’s attention, with lots of people walking past stopping to take a look at it.
  • Cards: Everyone who played (and many people who walked past) commented on the cards. Having the stats plus picture in a handy format really made it much easier for player to get to, rather than having to check bases or look at descriptions.
  • Basic play sheets: The basic playsheet/quick reference I wrote up reduce the QRF down to four pages. People seemed to find them very handy and by the end of both games players were working out the modifiers.
  • Everyone enjoyed it: The most important part of running the game. Talking to everyone after the game, all of them said how much they had enjoyed playing and liked the system.

What Didn’t work well:

  • It was too easy: Both games saw the BLUFOR operators walk away having ripped OPFOR a new one and with minimal casualties. This is way to easy – the ideal is that the players should be able to do all the objectives but it would be a close thing.
  • The demo board gaps: The tables I was using had metal rims on the edges of them. This lead to there being a slightly higher point in the centre, leading to some gaps appearing. I think I should bring something to help level it out but I’m unsure what. Something to think about.
  • Transporting the boards: Moving the boards in my car was a bit of an experience – while driving back a sudden brake caused them to come sliding forward. Ideally, I need something that will both protect them and stop them shifting around.
  • Standing up all day: I really need to get used to being on my feet all day. By the end of it my legs were aching. Basically I need to stretch more.

So before the next showing, what am I going to do?

  • Detail the plane: As mentioned previously, I need to make the plane look more like it crashed and less like someone took a hacksaw to it. The plane is to add some structural elements to the joins, paint on some different textures (smoke and oil). Additionally, the board needs more clutter from bits of wreck that were ripped off, like panels of the fuselage or bits of cargo.
  • Better objective: Speaking of cargo, the middle objective needs to be improved. The white SUV was a good placeholder but it needs to be something more exciting for the main release. I’m still deciding what it should be but whatever it is it needs to be very important.
  • Rework the balance: The game is too easy. My solution is two-fold – increase the number of OPFOR and make the objectives take longer to succeed at. I think my time/AP estimates were off when it comes to placing a demolition device or checking for documents
  • Tweak the layout: The core idea is there but I think the buildings should be adjusted to make them more than just show off where the enemy are staying. I also want to add some elements to make it look like the insurgents are working on a recovery operation. Finally, the technicals need to be a little more spread out
  • (maybe) Paint up more operators: I really like the start of the game where people would pick their operators from the deck presented to them. If I go ahead with my plan to add some permadeath to the event (operators lost in the morning will not be available later in the day), I need more specialists (MG, UGLs and DMRs primarily) to prevent later teams from being screwed.
  • Tweak the timing: I’m tempted to drop the teams down to only two fireteams vs equivalent insurgents to speed up play and allow for more playthroughs of the scenario. It would be nice if this was a quick game that players could jump into. However, I’m not decided on this just yet.
  • Other things: I have some other ideas to help get the players in the mood for the game. However, these are secondary to getting the main game fixed so I’m not stressing too much about them yet.

That’s all the update for now. The next update will be after Fiasco but keep your eyes on the Wargaming Week posts for WIP photos as I work on my tweaks.

Operation Dragon’s Hoard: Part 4 – Final Approach

So there has been quite a gap since my last update (back in May) and since then a lot has changed. The game went from pie in the sky idea to actual game that is about to run in the next few days. I am both excited and terrified.

THE PLAN

So in the last plan I fired off a big long list of what is going on with the demo game. However, a few things changed

  • I didn’t make it to Claymore in August – ran out of time to get ready for it. On the other hand, not worrying about it did mean I really enjoyed the Spectre Weekend
  • I’m not 100% sure on Salute in 2018 – there is a lot of logistics to sort out around it (being up in Edinburgh obviously makes travel a huge issue)

However, the cool thing is I can now update that the game is confirmed for two shows! I can confirm I’ll be at the following shows running games

  • October 2017 – Fiasco, Royal Armouries in Leeds, 29th of October
  • March 2018 – Hammerhead, Newark Showground, 3rd of March

I should also be at York in February but we are still working on confirming it.

Of course, there is another event I’m going to this week…

 

THE SCENARIO

Scenario is ready. I decided that I wanted to a co-op mission – focus more on the players working together with their small fire-teams while I run the bad guys. The character sheets are all on cards makes this even easier so I can hand over a selection of troops and let the players parcel them out as required. I mentioned on Monday about the cards and I’m really happy with how they have turned out.

As for the objectives, I’ve decided on four that should force the players to push deep into the map rather than just sitting back and having a long range fire fight. These objectives are:

  1. Recover the flight recorder.
  2. Destroy the flight deck in the nose compartment (every operator has thermite grenades for this task).
  3. Check main compartment for sensitive information.
  4. Destroy OPFOR assets.

 

For the flight recorder, I looked up some example online, realised that the core of one looks like a fire extinguisher piece for the C130 and decided that that would be the objective. Quick, easy and simple to paint.

I’ll probably tweak them once I’ve done the first run but the multiple locations should lead to each

In addition, I’m also starting the game using the stealth rules I wrote as part of Plausible Deniability, letting the operators sneak onto the board without being pinned down out in the open areas. It also helps me to show off the new features of the book.

To finish, this is the description I’ve been sending to people and should be appearing in the various programs for each show:

Operation Dragon’s Hoard

A Special Forces team has been dispatched to investigate activity around a crashed transport plane somewhere in the Arabian Peninsula. A co-operative game using Radio Dishdash’s Skirmish Sangin.

 

THE BASE

The base boards are all done! These are obviously the foundation of the demo game so getting them finished was pretty important.

Last time you saw them they looked like this. The wooden portions had been assembled, the foam was added and then the polyfilla was placed on top. We eventually switched to using plaster as it was easier to buy in bulk. On top of that, I painted on a layer of thinned down PVA and sprinkled on sand to create some variations in texture. Then painting happened with spray can after spray can. First up was some textured paint (requiring 4 cans for 5 boards) then a spray of Zandri Dust for the base colour.

The final stage was a scruffy drybrush of Iraqi sand to break up the brown colour. I’m pretty happy with the final result but the real test will be how well they stand up to the process of driving to and from Falkirk as well as a whole days play on them.

THE CENTRE PIECE

As mentioned last time, the centre piece of the board is a downed C130. Having bought the kit. I then had to build it (as seen here covering my desk). The build was fun, although I was a little slapdash (hence some of the seams you can spot in the photos).

And then this happened after using a razor saw on it

After cutting it up, each part was then placed onto plasticard bases. Left over foam from filling the interiors of the baseboard was then added to fill gaps or add some decoration, topped off with a skim of polyfilla. Then the same process used on the boards was used – sand, textured spray paint, Zandri Dust spray on the top.

The next stage is to some addition damage and details. I’m actually planning to hold off on this for my first game – my hobby fund ran a little short for this month. However, they will be ready for the game in October. I intend to add some plasticard struts and wires dangling, as well as cutting some more of the panels away from the airframe.

This shows the wing and drop tank basically finished with the final drybrush layer. I think they do a pretty good job of showing off “aircraft that has been downed and left in a sandstorm for a while”.

I just about managed to get the entire plane finished before finishing this post. The final touches is just more sprays of dust and a big brush for drybrushing. The final effect looks dusty which is exactly what I was aiming for.

To add – I’m not finished with decorating this plane. I still intend to add some more damage to it but I just ran out of time and bits to be able to do it and guarantee to have something ready for Sunday.

THE SCENERY

My plan last time to go minimal on additional terrain was actually implemented. For the first run, I’ve decided to go with two adobe buildings from REDvector, five rough ground patches made from foam to provide half and full height cover and a collection of technicals (already painted) to be objective targets/cover.

The rough ground is made a similar way to all other terrain on the board – plasticard base, foam offcuts on the top, layer of polyfilla and then desert paint. The end result almost blends into the surface which I’m not 100% on. This is one element I might revisit.

It’s not a great photo but this also shows the buildings finished. Textured paint, spray paint, wet drybrush across most of it and then some brown paint on the beams. The brown helps to break up the scheme, prevent it from turning into just a sea of dust.

The terrain is one place I might tweak, either adding another building or more areas to break up line of sight. However, all this depends on the first run.

THE GAME

So with all these things at the correct stage, the biggest piece of news is what’s happening on Sunday. I am taking this game out for its first two runs on the 24th at 100 Years of War. This is an event that Falkirk Wargames club is running, bringing players along to take part in a whole series of games themed around 20th Century warfare. For me, it’s the perfect place to run a trial run – everyone going has some wargaming experience and it’s not a huge event.


Its really exciting to see how I’ve managed to actually get the game ready to go. Everything on it has been painted by me and its quite satisfying to see it laid out – this is my first terrain project and I’m amazed I even got it finished. The next step is to make sure the game side of it goes well Expect a full report next week as to how the battles went and to see the whole thing laid out on the table.